When playing turf battles it is important to note how many different pros and cons each class possesses.
Physical Classes
Archer
The Archer class is the heavy burst damage long range physical attack class of turf battles.
Archer not only runs and attacks much faster than most classes, but the archer can jump while moving, and shoot while jumping. Making jump shots an effective gap closer. After level 161 the Archer's transformation skills have more deadly attacks than any other class. If used timely, an Archer's transformation skills may likely be difficult to survive. Like a Blade, an Archer also has a Stun Bow which prevents the opponent from moving, attacking and even potting. With a Stun Bow, an Archer can be a great support player as well as a killer. An Archer's mana steal bow may also negate the abilities of any mage if properly used. Dexterity gives archers move speed, attack speed and attack damage. When playing an Archer remember not to stand still. Even mages will take advantage of you standing still and you wouldn't want to see what a melee class has to say about that either. Poison Arrow transformation skill takes 50% hp off the opponent every second, while the Scatter Shot deals a flat 10k damage. |
Blade Warrior
The Blade Warrior is the ultimate tank in Turf Battles. Blades should remember they have much more health than other classes.
After level 100 the Blade Warrior can further increase his HP with the endure skill and his damage output with might, Blast Blade and Soul Blade. Blade Warriors should focus on their ability to survive. They rely on their teammates to take down massive groups and massive sized monsters while the Blade Warriors keeps them from spending massive treasure on resources. To truly take advantage of their health, Blade Warriors should try to take advantage of the 15% HP potions when appropriate. Blade's can use Zombie Orc Blood to temporarily increase its running speed. While fighting Archers, Blades must remember that Archer's physical attacks have a wide range. When an Archer attack does not seem strong, still be prepared for another attack that could be much stronger and could take away most of your health. So always use HP pots to the fullest. In addition, remember that Archer's arrows cannot penetrate through objects. If you find an Archer to be too powerful, do not rely just on your armor and shield, also hide behind trees and buildings or try to ambush. Also do not forget to sheath while running to increase your running speed to catch up with an Archer. Also get a Theurgical Edge from the Astray Archer at the Melvil Tower. The Stun Sword stuns opponent for three seconds with a certain probability. |
Fist Warrior
The Fist Warrior is similar to the traditional "assassin" style class. This class relies on move speed, attack speed, high damage output, and vampirism at higher levels to maintain a high output of both offensive and defensive stats. Very difficult to master in the early and mid game, but incredibly beastly in the end game scenarios.
Fists can use specific gauntlets to steal mana as well as protectors (shields) to increase defense, increase attack power, or drastically increase magic defense. Much like the Blade Warrior, a Fist Warrior should concentrate on their movement as much as possible. Dexterity gives Fist Warriors two stats: attack speed and move speed. |
Magic Classes
Blue Mage
Blue Mages are renown for their ability to utilize multiple renditions of black magic throughout all levels of game play. They are often referred to in-game as a BM.
Blue Mages should focus on their blue magic and dexterity stats before attempting to upgrade their staff due to the Nephillim race having a slow move speed. Blue Mages should work on getting 155 blue magic first for the Ice flower skill. Afterwords you'll focus 90 vitality for Grade three armors and then you stop focusing blue magic at 390 when you get blizzard. Once you are able to wear full Grade 11 you'll work out 700 blue magic and 430 black magic as a priority for lowering the opponents health defense and magic defense. NOTE: The Blue Mage has two subclasses: the Black Mage and White Mage. Based on how you distribute your points you can create many hybrid and tribryd builds such as the fableded Blue-Black Mage (BBM). Equipped with 430 black points this class will lower their opponent's defense and health for 5 minutes. Though, many more skills are available. |
Red Mage
Red Mages are the tank/dps of the early game providing high defense stats and high damage per second skills to improve farming and leveling as well as sustainability in dungeons. They are often referred to in-game as a RM.
Red Mages should focus on their vitality and red magic stats before attempting to improve their staff. Most staffs under Grade 11 have very little difference between their attack point boosting modifiers. Focus on getting your red magic to 200 points for Fireball, and then 90 vitality for Grade three armors. After you have achieved both milestones you'll be ready to go straight for 700 red magic. Once you have 700 red magic you unlock meteor shower and you'll need to learn how to cut... or don't get hit. NOTE: The Red Mage has a subclass called a Yellow Mage. |
Other Facts To Keep In Mind
- Strength provides HP to all classes, though HP is based on class and much less than vitality.
- Dexterity provides all classes with move and attack speed while Archers receive AP from dexterity. Movement speed is capped 750.
- Vitality is required to wear armors and jewelry.
- Red points are used on Red Mage, Archer and Fist Warrior.
- Yellow points are used on Red Mage only.
- Blue points are used on Blue Mage only.
- Black points are used on Blue Mage, Blade Warrior, and Archer.
- White magic is used on Blue Mage, Archer, Blade and Fist Warrior.
- The "extra" tab can show you miscellaneous stats such as PK points, drop rate and critical attack rate.
- Typing "/Stats" into the chat bar will reveal boosts such as exp and fame.
- Mages can begin Area of Effect (AoE) theoretically level 15 while Physical classes have to wait until level 100.